In my scene I have a vector with multiple custom sprites. When I tap on one of them, I want an action to be fired on another element on the scene, can be another sprite in the vector, or another node. I have been researching the best way to do this, but I'm not quite sure how to implement it. The options are:
Add a touch listener to the scene, and verify if it was tapped inside the bounds of the sprite with rect. containsPoint(point). And after that, I have to get the sprite that was tapped to do the action I want. For me, it doesn't seems very clean to do it this way. And if two sprites are overlaped, I have to verify if the sprite is behind or in the front in order to retrieve the desired sprite. I followed this example: Touch Event example
Add a touch listener in the subclass of the sprite (my custom sprite). And add onTouchBegan and onTouchEnded inside it. But this way, I don't know how to modify an attribute of another sprite, or another element in the scene (Is it possible to use Delegates like Objective-C does?). I followed this example: Subclass Sprite Example
My main problem is that I don't understand very well how to make a node interact with another node in the scene. I have seen a lot of tutorials, but in all of them, when you interact with a node, it only changes its attributes, not other nodes' attributes.
Thanks in advance.
I shall propose "EventCustom" way :)
You can add in your touchBegan / touchEnded methods (wherever you put them... you got the point...) additional code for passing an EventCusto to the _eventDispatcher and get it announced to the world ;)
EventCustom *e = new EventCustom("MyAwesomeEvent");
e->setUserData(ptrMyFantasticData); //This function takes a void pointer. cheers :)
_eventDispatcher->dispatchEvent(e);
You may subclass the EventCustom class but that is hardly necessary. You can always hang an object to it with setUserData().
Now the objects which need to react to the event can listen to it by
_myCustomListener = EventListenerCustom::create(
"MyAwesomeEvent",
CC_CALLBACK_1(
ListeningClass::onMyAwesomeEvent,
this
)
);
_eventDispatcher->addEventListenerWithXXXXXPriority(_myCustomListener, XXX);
//ScreenGraphPriority / FixedPriority depends on situation. Either should work.
It's always a good practice to remove your listeners when you go off, so somewhere, perhaps in onExit(), where you removed touch listeners remove this listener too, as
_eventDispatcher->removeEventListener(_myCustomListener);
Going a bit off the track, a clarification:
CC_CALLBACK_X are a bit tricky names. The X indicates the no. of args the target function will get. Here, event dispatcher will pass 1 arg i.e. ptr to object of EventCustom you handed it, so we use CC_CALLBACK_1. The next arg - here "this" - is the object on which the method will be invoked.
In short, we may say that this callback is going to result into a function call this->onMyAwesomeEvent(e);
For CC_CALLBACK_2 onwards, we can specify additional args, 3rd arg onwards.
Coming back to the issue at hand, ListeningClass::onMyAwesomeEvent will look something like
void ListeningClass::onMyAwesomeEvent(EventCustom *e)
{
MyFantasticData *d = (MyFantasticData *) e->getUserData();
CCLOG("[ListeningClass::onMyAwesomeEvent] %d", d->getMyPreciousInt());
}
Hope it helps :)
Set your elements tags or names with setTag and setName. Then if element x is touched, get them with getChildByTag or getChildByName and do what you need to do.
With the second option you list above.
To make a node interact with another node in the scene you can add touch callback function to your custom sprite object like that:
https://github.com/Longpc/RTS/tree/master/Classes/base/dialogBase
and in main scene you can define function to handle this callback. So you can do every thing to unit in you scene
Related
I am populating a QGraphicsScene with instances of a custom item class (inherting QGraphicsPathItem). At some point during runtime, I try to remove an item (plus its children) from the scene by calling:
delete pItem;
This automatically calls QGraphicsScene::removeItem(), however it also leads to a crash in the class QGraphicsSceneFindItemBspTreeVisitor during the next repaint.
TL;DR: The solution is to ensure that QGraphicsItem::prepareGeometryChange() gets called before the item's removal from the scene.
The problem is that during the item removal from the scene, the scene internal index was not properly updated, resulting in the crash upon the next attempt of drawing the scene.
Since in my case, I use a custom subclass from QGraphicsPathItem, I simply put the call to QGraphicsItem::prepareGeometryChange() into its destructor since I am not manually removing the item from the scene (via QGraphicsScene::removeItem()), but instead I simply call delete pItem; which in return triggers the item's destructor as well as removeItem() later on.
I ran into the same issue using PySide2.
Disabling BSP indexing (as mentioned here) does work for me and is most likely the actual solution to the problem. But is a sub-optimal one, because the scene that I am working with can get arbitrarily large. I also tried to call prepareGeometryChange before removing the item, and while that did seem to work for a while, the error re-appeared just a few weeks later.
What worked for me (so far) is manually removing all child items before removing the item itself...
To that end, I am overwriting the QGraphicsScene::removeItem method in Python:
class GraphicsScene(QtWidgets.QGraphicsScene):
def removeItem(self, item: QtWidgets.QGraphicsItem) -> None:
for child_item in item.childItems():
super().removeItem(child_item)
super().removeItem(item)
Note that this will not quite work the same in C++ because QGraphicsScene::removeItem is not a virtual method, so you will probably have to add your own method removeItemSafely or whatever.
Disclaimer: Other methods have worked for me as well ... until they didn't. I have not seen a crash in QGraphicsSceneFindItemBspTreeVisitor::visit since introducing this workaround, but that does not mean that this is actually the solution. Use at your own risk.
I had this issue and it was a real pain to fix it. Besides the crash, I was also having "guost" items appearing on the screen.
I was changing the boundingRect size 2x inside a custom updateGeometry() method that updates the boundingbox and shape caches of the item.
I was initializing the boundig rectangle as QRectf():
boundingBox = QRectF();
... then doing some processing (and taking the opportunity to do some clean ups in unneeded objects from the scene).
And finally setting the value of the boundingRect to its new size:
boundingBox = polygon.boundingRect();
Calling prepareGeometryChange() in the beggining, alone, didn't solve the issue since I was changing it's size twice.
The solution was to remove the first attribution.
It seems the issue lasting for long time today and there are open bugs also.
But it seems to have a workaround, which I could find it useful and after hours of debugging and reading and investigations I have found it here:
https://forum.qt.io/topic/71316/qgraphicsscenefinditembsptreevisitor-visit-crashes-due-to-an-obsolete-paintevent-after-qgraphicsscene-removeitem/17
Some other tips and tricks regarding Graphics Scene here:
https://tech-artists.org/t/qt-properly-removing-qgraphicitems/3063/6
QSpinBox* spinright[size] = {ui->norm_spinBox_2,
ui->norm_spinBox_3,
ui->norm_spinBox_4,
ui->norm_spinBox_5,
ui->norm_spinBox_6,
ui->norm_spinBox_7,
ui->norm_spinBox_8};
I'd like to be able to access this array in two spots in my program. However, if there is a better alternative for this solution I’m all ears. I tried to create a function that could be called for this program; however it started to get long and dragged out that it was becoming less worth it to go this route.
This is how I've set up the Hierarchy. My overall attempt is to make some buttons appear and disappear when a button is pressed. If it's possible to make the vertical layouts disappear then this would be a better way to go.
In the end I'll take whatever solution, that may be offered here.
Thank you for your help.
void GuiTest::setLabelsVisible(int index, bool visible){
QLabel* labels[norm_size] = {ui->norm_label_2,
ui->norm_label_3,
ui->norm_label_4,
ui->norm_label_5,
ui->norm_label_6,
ui->norm_label_7,
ui->norm_label_8};
labels[index]->setVisible(visible);
}
the best way to do this, I found, would to go this direction. Instead of setting this list of objects as global just have separate functions that will manipulate the structure in some way.
This may seem like a trivial question, or I may have misunderstood previous information/the research I've done so far.
But is it possible to have a object with a function (in C++) that can access all instances of its own type?
In the context of my usage. I wanted to have a Button class, whereby I could simply instantiate multiple Buttons but call to a function could call reference all buttons.
ButtonInstance.isMouseTargetting(cursorCoordinates);
Is this possible? If so is it efficient?
Or should I have the class which owns the Button instances call each instance to check if the mouse coordinates match up?
I'm under the impression you are looking for advice on how to design this.
In the context of my usage. I wanted to have a Button class, whereby I
could simply instantiate multiple Buttons but call to a function could
call reference all buttons.
You want to do this in a button container. A button is not a button container and in a GUI context you already have an established hirerarchy.
Or should I have the class which owns the Button instances call each
instance to check if the mouse coordinates match up?
Yes. You probably already have a window/container class for this.
Your question is more of about Design pattern than C++ itself. Take a look at the Gang of Four book;you will find an appropriate implementation.
You can, for example, make a list of all objects created for a given class,
class Button {
public:
Button() {
_buttonList.push_back( this );
// assign index/handler to this button
}
~Button() {
_buttonList.erase( _handle );
}
static bool isMouseTargeting( float x, float y ) {
for ( auto button : _buttonList ) {
// check if inside
}
return false;
}
private:
static std::list< Button* > _buttonList;
// Handler _handle;
}
This is only a very general example of what you could do. You can use any other container besides a list (entirely up to you), and you have to find a way to index each button (or create a handle) so that you can later erase it in the destructor.
Beware of the default constructors (copy or move). If you don't explicitly create your constructors then some of your buttons will not enter the list, so either make them yourself or delete them.
Button( const Button& button ) = delete;
This is one way to do what you asked, but not necessarily the best solution. It may be simpler to just add the buttons to a non-static container by yourself and search from there.
The short answer is yes. But i will not recommend to put this functionality on the Button class since this will add extra (maybe not expected) responsibility to it. You can achieve the desired behavior by storing your Button objects on some collection and then call a function to check which button is targeted by the mouse.
Another solution would be to store the buttons collection as a member of a higher level class that represents your user-interface. This way you can call a method of this class and check if the mouse cursor is currently on some Button or not. With this design you can add the same support for other GUI elements (if you need to) easily.
I'm trying to make a custom sprite, which could receive touch and handle the function as callback.
Okay, first step, receive the touch, easy, we can search it online everywhere.
The one I couldn't do is, I want to make it receive SOMETHING in the class the sprite is created, a function that will be called when the sprite is touched.
I was searching on internet and I think (not really sure) that SEL_Callfunc can do what I want, but I couldn't understand how this one work, so can you guys give me an example please?
For example, my custom class is BSprite, so when I create new object in HelloWorld.cpp, it should be
BSprite* sprite = BSprite::create("HelloWorld.png",HelloWorld::TouchCallback);
Thanks for reading :)
sprite->addTouchEventListener(CC_CALLBACK_0(HelloWorld::onTouchSprite, this));
void HelloWorld::onTouchSprite() {
}
Note: onTouchSprite method should not have any parameters
The application that I'm building is supposed to create, destroy, and manipluate widgets that I've created
The problem is I'm not making a simple program with nice buttons where everything is symmetrical and needs to be evenly spaced and handled via a layout that will automatically move everything around and space it.
And yet, the only way I know of is to manually instance a layout and add the widgets to it, but then I can't set the coordinates of them
How can I simply instance my widget, and add it to the project generated frame?
This is how I'm instantiating my class, in which case I then set my own parameters:
Tile *tile = new Tile;
tile->setImg("://Images/placeholderTile.png");
tile->setCol(true);
tile->setGeometry(retX(line),retY(line),50,50);
To reiterate, I want to add my own widgets to a frame outside of the editor (only by code), and be able to manually move them around the frame by code.
I don't see an ".addWidget() as a method accessible from the QFrame, and yet they can be children within the designer, why can't I do this by code? Whenever I try to do it manually and add them to any layout, any attempt I make to manually set the widgets location doesn't do anything. I haven't overridden the setGeometry
I fixed my problem
After 2 hours of continual searching I finally came across my answer
I never thought that you could set the parent of a widget by code, as I thought you strictly had to add it in as a child of something else, not the reverse and declare that it should have a parent
So, by simply adding the line:
tile->setParent(ui->frame);
completely fixed my problem.
I will change this post back and submit the answer tomorrow when I'm allowed to by this site.
Thank you to those who actually came though. I'm just glad I managed to fix it before that.
All you need is to pass the parent to the widget's constructor:
Tile *tile = new Tile(ui->frame); // <-- here
tile->setImg("://Images/placeholderTile.png");
tile->setCol(true);
tile->setGeometry(retX(line),retY(line),50,50);
Since Tile is your own class, you should definitely have a Qt-style, parent-taking explicit constructor for it:
class Tile : public QWidget {
...
public:
explicit Tile(QWidget * parent = 0) : QWidget(parent) { ... }
};
Another approach is to write your own layout that would know about the relationships that are to be held between your objects. After you do it once, writing custom layouts isn't that hard.